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Remove SDL_GPUDepthStencilValue struct
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6 changed files with 11 additions and 28 deletions
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@ -943,23 +943,6 @@ typedef enum SDL_GPUDriver
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/* Structures */
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/**
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* A structure specifying a depth-stencil clear value.
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*
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* \since This struct is available since SDL 3.0.0
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*
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* \sa SDL_GPUDepthStencilTargetInfo
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* \sa SDL_BeginGPURenderPass
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*/
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typedef struct SDL_GPUDepthStencilValue
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{
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float depth; /**< The clear value for the depth aspect of the depth-stencil target. */
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Uint8 stencil; /**< The clear value for the stencil aspect of the depth-stencil target. */
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding3;
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} SDL_GPUDepthStencilValue;
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/**
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* A structure specifying a viewport.
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*
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@ -1592,15 +1575,15 @@ typedef struct SDL_GPUColorTargetInfo
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typedef struct SDL_GPUDepthStencilTargetInfo
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{
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SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */
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SDL_GPUDepthStencilValue clear_value; /**< The depth-stencil clear values. Can be ignored by the render pass if SDL_GPU_LOADOP_CLEAR is not used. */
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float clear_depth; /**< The value to clear the depth component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
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SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */
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SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */
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SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */
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SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */
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SDL_bool cycle; /**< SDL_TRUE cycles the texture if the texture is bound and any load ops are not LOAD */
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Uint8 clear_stencil; /**< The value to clear the stencil component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding3;
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} SDL_GPUDepthStencilTargetInfo;
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/**
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